Millenia Posted February 7, 2009 Report Posted February 7, 2009 Too bad the server thinks just of pvp and not mvp even a bit so yeah if it will be 150 vit which will totally ruin mvping , I am sure leaving. Need to think of other stuff as well not only pvp (Yes, there are some people who find mvping more fun than pvping). Uh... The main point of this server in my opinion is PvPing. I enjoy MvPing just as much as PvPing and if this was implemented then I surely would use cards that make me immune to certain effects - or get 150 vit. I really am missing the point as to why people would bitch about magic classes.
SkullPanda Posted February 7, 2009 Report Posted February 7, 2009 Lack of HP and everyone's favorite card, geeteebee. Can you imagine a card that would render all physical attacks to just miss all the time? That'd be some srs QQ.
Lucius Posted February 7, 2009 Author Report Posted February 7, 2009 I give my High Wizard 185 Vitality and he does just fine. As for MvPing, don't you think you need 150+ Vitality anyways in order to survive MvPs? Status Immunity Cards (Headgar): Deviruchi Card Gain immunity to the Blind status. STR + 1 Evil Snake Lord Card Never be affected by Blind and Curse effects. INT + 3 Giearth Card Gain immunity to the Confusion status. Increase resistance to Earth Property attacks by 15%. Marduk Card Gain immunity to the Silence status. Nightmare Card Gain immunity to the Sleep status. Orc Hero Card Gain immunity to the Stun status. Ungoliant Card Gain immunity to the External Bleeding status. - Work with them, it will give usage to many cards
SkullPanda Posted February 7, 2009 Report Posted February 7, 2009 /convinced Edit: I think he meant Full Asura champs. You know, slap them str and int on. Lord knows we shouldn't make it hard for someone that does over 1m damage.
Lucius Posted February 8, 2009 Author Report Posted February 8, 2009 /convinced Edit: I think he meant Full Asura champs. You know, slap them str and int on. Lord knows we shouldn't make it hard for someone that does over 1m damage. Haha your logic made me laugh, since your logic is indeed correct and able enough to allow me to agree with you. Difficulty should be presented to overpowered classes, honestly, Assassin Crosses should get some obstacles placed before them.
Jigsaw Posted February 8, 2009 Report Posted February 8, 2009 I say we should allow status effects, but just make higher vit give higher resistance.
Lucius Posted February 8, 2009 Author Report Posted February 8, 2009 Yes. I agree with my suggestion.
Yusuke Posted February 8, 2009 Report Posted February 8, 2009 I give my High Wizard 185 Vitality and he does just fine. As for MvPing, don't you think you need 150+ Vitality anyways in order to survive MvPs? Status Immunity Cards (Headgar): Deviruchi Card Gain immunity to the Blind status. STR + 1 Evil Snake Lord Card Never be affected by Blind and Curse effects. INT + 3 Giearth Card Gain immunity to the Confusion status. Increase resistance to Earth Property attacks by 15%. Marduk Card Gain immunity to the Silence status. Nightmare Card Gain immunity to the Sleep status. Orc Hero Card Gain immunity to the Stun status. Ungoliant Card Gain immunity to the External Bleeding status. - Work with them, it will give usage to many cards I have a lot better way to survive mvps so I don't need anything close to 150 Vit, if you would make it with the + bonus of vit to make it to 150 to get immunity then fine I guess I have enough. And all of those cards will totally ruin my build of mvping that I have made. Yea I have way better cards to put than those lame ones. What's the problem leaving it 99 anyways? No one ever complained about any problem related to this. You thought everyone have 150 vit already so what would this thing change if you put vit 150... Well now for those who don't use 150 vit , it ruins a lot.
Sorrow Posted February 8, 2009 Report Posted February 8, 2009 i have around 50 vit(stat+equipment adjust)and do just fine against MvPs without even dealing over 1 mill damage per attack...don't even use one ygg between each of my hits =P To my opinion, status changes only add to the challenge. No offence but saying you'd leave because some status changes...jeez...some people really should go try a low rate...
Methamphetamine Posted February 8, 2009 Report Posted February 8, 2009 Does 1m DS with lex, buffs, voke count?
Kusanagi Posted February 8, 2009 Report Posted February 8, 2009 uh for me 150 is too little still.... In champ I used to have 110 vit (+ bonus) and I still reached the 150 vit
Lucius Posted February 8, 2009 Author Report Posted February 8, 2009 i have around 50 vit(stat+equipment adjust)and do just fine against MvPs without even dealing over 1 mill damage per attack...don't even use one ygg between each of my hits =P To my opinion, status changes only add to the challenge. No offence but saying you'd leave because some status changes...jeez...some people really should go try a low rate... Status Effects are mechanics for every Ragnarok Online gaming server, as you noticed it's an original part of the game and can be dealt with in High Rates too. It only adds challenge, yes, but adds versatility and balance to PvP being that this server is basically a PvP-server. Equipments built to hit more damage on DemiHumans, Reduce damage from DemiHumans, cards that hit more damage on DemiHumans... Players are DemiHumans.. It's not a great puzzle and you don't need the Da Vinci Code to solve the fact that this is a PvP-based server. PvPers consider pure MvPers "noobs". Learn to adapt, it's a game anyways.
Yusuke Posted February 8, 2009 Report Posted February 8, 2009 Well a fact that a "noob" kills half of the server with his lame asura being with full mvping build which is a total humiliation lol. So for this cap you need to get 150 vit with the +? Or base 150 vit no matter the +?
SkullPanda Posted February 8, 2009 Report Posted February 8, 2009 I take it it's Base Vit. Seeing as you need 99 Base Vit for immunity now.
Lucius Posted February 8, 2009 Author Report Posted February 8, 2009 Well a fact that a "noob" kills half of the server with his lame asura being with full mvping build which is a total humiliation lol. So for this cap you need to get 150 vit with the +? Or base 150 vit no matter the +? By half the server you mean the weaker half, right?
Ethereal Posted February 8, 2009 Report Posted February 8, 2009 I definitely agree with this suggestion. >: If the amount of vitality is increased to be immune, then cards like... Breeze Card: Description ATK + 5 Add a 5% chance of auto casting External Bleeding on the enemy when attacking. ------------------------ Magnolia Card: Description Curse an enemy when you attack (Success Chance 5%). ATK + 5 ------------------------ Metaller Card : Description Silence an enemy when you attack (Success Chance 5%). ATK + 5 ------------------------ Plankton Card : Description Inflict Sleep status when you attack (Success Chance 5%). ATK + 5 ------------------------ Requiem Card: Description Causes Confusion on an enemy when you attack (Success Chance 5%). ------------------------ Savage Bebe Card: Description Causes Stun effect to enemies by 5% chance. ------------------------ Skeleton Card: Description ATK + 10 Causes Stun effect to enemies by 2% chance. ------------------------ Snake Card : Description Poison an enemy when you attack (Success Chance 5%). ATK + 5 ------------------------ Zenorc Card : Description Poison an enemy when you Attack (Success Chance 4%). ATK + 10 __________________ And a lot more skills would come in handy too. Not to mention for whitesmiths, Hammer Fall + Cart Termination would be very useful.
Kusanagi Posted February 8, 2009 Report Posted February 8, 2009 Im fine on that but then again... Wiz will be down by a lot if this get's aprove so... I dunno maybe if there was a mage-class-only card that helps them to ignore the status cap then it would be fair for them
Lucius Posted February 8, 2009 Author Report Posted February 8, 2009 Wizards wouldn't be down by a lot or however you said it. PvP-based wizards should already automatically have 150+ vitality in order to not die in 3 hits.
Ethereal Posted February 8, 2009 Report Posted February 8, 2009 When I was playing High Wizards, I found Napalm Vulcan very effective against people who had low vit. Napalm Vulcan : Effect: Strong telekinetic spell. Hits every Enemy in a 3x3 area around the target for SkillLV times (e.g. LV 3 hits 3 times, but the damage is calculated individually for each hit and is not shown to add up like a Bolt spell). The damage per hit is spread equally among the affected targets like the mage spell Napalm Beat (e.g. if there are 4 targets, each one would be hit for 1/4). Basically this is a Bolt spell that acts like Napalm Beat. It has a chance of 5*SkillLV% to cause Curse on each target. The damage for one target is 1*MATK per hit. But then again, this would only work if the person doesn't have GTB on. :/
Yusuke Posted February 9, 2009 Report Posted February 9, 2009 By half the server you mean the weaker half, right? The weaker and the strong half yea... total humiliation. If you say even wizards need base vit 150 minimum so why to make this cap if you all say everyone already have minimum 150 vit? Won't add any challenge because still everyone will have 150 vit to get the immunity... no point in this idea. Just leave it as 99 , same thing.
Sorrow Posted February 9, 2009 Report Posted February 9, 2009 i think he meant...the side that doesn't reflect...? But as i said, to me it could perfectly be 1%stat resist for each 3 points in vit.
Lucius Posted February 9, 2009 Author Report Posted February 9, 2009 The weaker and the strong half yea... total humiliaton. If you say even wizards need base vit 150 minimum so why to make this cap if you all say everyone already have minimum 150 vit? Won't add any challenge because still everyone will have 150 vit to get the immunity... no point in this idea. Just leave it as 99 , same thing. And quit saying shit from Naruto or whatever "...Total humiliation", it doesn't make you cool, mainly when you spelled humiliation wrong. Define strong half I've never seen you in a PvP room really. The only time you killed me was right after I gave all my equipments away and was in PvP under a PD/no HP build with store bought items, where you randomly popped up in screen, snapped, Asura'd me and Alt+F4'd before everyone else in the room ganged you. Otherwise I've never seen you. ----- Otherwise now that he's out of the way, I see no problem with this suggestion I mean, adds more versatility, usage to useless cards, new builds, less overpower...
Empyrean Posted February 10, 2009 Report Posted February 10, 2009 Unacceptable posts are unacceptable. Remember that a 'Sounds good.' does not render a post, full of flames, on-topic.
Yusuke Posted February 10, 2009 Report Posted February 10, 2009 Unacceptable posts are unacceptable. Remember that a 'Sounds good.' does not render a post, full of flames, on-topic. Then do your job fully and not half way, there are more posts that need to be deleted if you already deleted some that related to it. And yeah this won't add any challenge to anyone because in pvp EVERYONE are going to get 150 vit anyways so nothing will change but to only ruin the gaming and builds for mvpers. If you already want to affect anything , make the cap 250-300 (Not everyone use 250-300 vit) so it will make stuff more interesting for you and will add challenge. 150 is pointless. Or even remove the immunity no matter how much vit you got so you can have challenge in pvp.